- Human error is the responsibility of design.
- #responsibility of bad UI
- The fifth chapter contains a lot of methods to avoid it using Constraints.
There are two types of errors:
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Slips: When what you intended to do and what you actually did are different (careless mistakes). This is common among experienced people.
- Capture errors
- It’s like doing something without realizing that it has changed.
- For example, when there are ABCDE and ABDCE, if A and B are the same, you might end up doing the one that you didn’t originally intend to do.
- Designers should ensure that similar actions do not start in the same way.
- Similarity of descriptions
- Mistaking two similar things.
- Designers should make sure that things with different purposes do not look similar.
- Memory lapse
- Basically forgetting#memory
- Skipping a step while doing something.
- Countermeasure: Avoid interruptions from other tasks during work.
- Mode error
- When screens for State A and State B look similar, an error occurs where you thought you were in State A but you were actually in State B.
- This happens when trying to achieve different purposes with the same control unit.
- If it’s a different state, the screen should show a change.
- Capture errors
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- When what you intended to do in the first place is different. This is common among beginners.
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Social pressure can also be a cause.#conformity pressure, etc.
- Although it doesn’t seem like a design-related issue, it should be taken into consideration.
- Not reporting a mistake, for example.
- This can be resolved by providing rewards that outweigh the pressure. (For more details, refer to the book, around p260)
#design for whom?